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```````````````````````````````````````````````````````````````````````````````
The Lord of the Rings: War in the North (PC)
Developer: Snowblind Studios
Publisher: Warner Bros.
FAQ/Walkthrough
Last Update: Version 1.20 - 12/23/11
Dragonfly13 - DragonflyGuides@gmail.com
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Author's Note: Please click the "Click Here" link at the top and bottom of this
guide to recommend it to others if you end up liking it. This helps the guide
get seen by more people, as recommended guides are listed at the top of the
list. If you feel it isn't deserving of a first view, don't click!
I am now accepting donations via PayPal. If you would like to support me and
see more high-quality guides like this one from me in the future, I would be
ecstatic if you were to donate any amount at all, no matter how little.
-- --
Please send your donations to me at my PayPal: DragonflyGuides@gmail.com
Alternatively, go to
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Thank you so much for supporting me! I really appreciate it!~
-- --
Use Ctrl+F and input the code to jump to the section you want. For example, if
you want to jump to Mount Gundabad, press Ctrl+F and input [W070] and hit Enter
twice. The first enter will bring you to the code located in the Table of
Contents, and the second will bring you to the actual section. Happy hunting!
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:|: :|:
:|: :|:
:|: TABLE OF CONTENTS :|:
:|: :|:
:|: :|:
:|: I. Introduction and Contact Information....[ITRC] :|:
:|: :|:
:|: :|:
:|: II. Controls...............................[CTLS] :|:
:|: :|:
:|: :|:
:|: i. PC . . . . . . . . . . . . . . [CT01] :|:
:|: :|:
:|: ii. Xbox 360. . . . . . . . . . . [CT02] :|:
:|: :|:
:|: iii. Playstation 3. . . . . . . . [CT03] :|:
:|: :|:
:|: :|:
:|: III. Characters............................[CHRS] :|:
:|: :|:
:|: :|:
:|: IV. Gameplay Tips..........................[GTPS] :|:
:|: :|:
:|: :|:
:|: i. Conserving Potions . . . . . . [GT01] :|:
:|: :|:
:|: ii. Target Prioritization . . . . [GT02] :|:
:|: :|:
:|: iii. Causing Enemies to Flinch. . [GT03] :|:
:|: :|:
:|: iv. Hit-and-Run Attacking . . . . [GT04] :|:
:|: :|:
:|: v. Dire Situations. . . . . . . . [GT05] :|:
:|: :|:
:|: vi. Defense From Archers. . . . . [GT06] :|:
:|: :|:
:|: vii. Rolling Through Enemies. . . [GT07] :|:
:|: :|:
:|: :|:
:|: V. Walkthrough.............................[W000] :|:
:|: :|:
:|: :|:
:|: i. Bree . . . . . . . . . . . . . [W010] :|:
:|: :|:
:|: ii. Fornost . . . . . . . . . . . [W020] :|:
:|: :|:
:|: 1. Fornost Main Gate . [W021] :|:
:|: 2. Battlements . . . [W022] :|:
:|: 3. Outer Wards . . . [W023] :|:
:|: 4. Inner Wards . . . [W024] :|:
:|: 5. The Citadel . . . [W025] :|:
:|: 6. Citadel Tower . . [W026] :|:
:|: :|:
:|: iii. Sarn Ford. . . . . . . . . . [W030] :|:
:|: :|:
:|: iv. The Barrow-downs. . . . . . . [W040] :|:
:|: :|:
:|: 1. The Barrow-downs. . [W041] :|:
:|: 2. Barrow of Amon Gorthad [W042] :|:
:|: :|:
:|: v. Rivendell. . . . . . . . . . . [W050] :|:
:|: :|:
:|: vi. Ettenmoors. . . . . . . . . . [W060] :|:
:|: :|:
:|: 1. The Coldfells . . [W061] :|:
:|: 2. The High Moors . . [W062] :|:
:|: 3. Stone Chasm . . . [W063] :|:
:|: :|:
:|: vii. Mount Gundabad . . . . . . . [W070] :|:
:|: :|:
:|: 1. Alpine Pass . . . [W071] :|:
:|: 2. Mountain's Interior . [W072] :|:
:|: 3. The Gate Chamber. . [W073] :|:
:|: :|:
:|: viii. Nordinbad . . . . . . . . . [W080] :|:
:|: :|:
:|: ix. Mirkwood. . . . . . . . . . . [W090] :|:
:|: :|:
:|: 1. The Shadowed Paths . [W091] :|:
:|: 2. The Web-shrouded Wood [W092] :|:
:|: 3. Woodland Marshes. . [W093] :|:
:|: 4. Heart of the Web. . [W094] :|:
:|: :|:
:|: x. Śrgost Lair. . . . . . . . . . [W100] :|:
:|: :|:
:|: 1. The Grey Mountains . [W101] :|:
:|: 2. Śrgost Lair . . . [W102] :|:
:|: :|:
:|: xi. Siege of Nordinbad. . . . . . [W110] :|:
:|: :|:
:|: xii. Carn Dūm . . . . . . . . . . [W120] :|:
:|: :|:
:|: 1. Carn Dūm. . . . [W121] :|:
:|: 2. Carn Dūm Citadel. . [W122] :|:
:|: 3. Carn Dūm Bridge . . [W123] :|:
:|: :|:
:|: :|:
:|: VI. Version History........................[VHST] :|:
:|: :|:
:|: :|:
:|: VII. Legal Notice..........................[LGNC] :|:
:|: :|:
:|: :|:
:|: VIII. Credits..............................[CDTS] :|:
:|: :|:
:|: :|:
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I. Introduction and Contact Information [ITRC]
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Hey guys, happy holidays! I hope Skyrim hasn't prevented you from trying out
LotR:WitN! It's a great Hack-and-Slash Action RPG from Snowblind Studios, and
they've really outdone themselves with this release. It's been about nine years
since I've had a guide published online, so cheers everyone! I hope you enjoy
the read and I hope it helps you!
You can email me with any questions you may have at DragonflyGuides@gmail.com,
just please include something related to the game's title in the subject line
so I know which game you're asking about.
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II. Controls [CTLS]
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Here are all the controls for each respective game. I am not aware of many of
the differences in gameplay between the three versions of the game (PC/PS3/360)
if they exist, but I know the controls are different, so I will list them here.
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i. PC [CT01]
```````````````````````````````````````````````````````````````````````````````
Esc - Pause Menu
Enter - Menu Selection / Interact
WASD - Player Movement / Menu Movement
Mouse - Look / Move Camera / Menu Movement
Mouse Wheel - Change Weapon Type
Left Click - Basic Attack / Menu Selection
Right Click - Heavy Attack / Zoom Ranged Weapon / Critical Strike
Spacebar - Dodge Roll
Left Ctrl - Block
Left Shift - Sprint
Left Alt - Ranged Weapon
Tab - Inventory
U - Open/Close Equipment Menu
I - Open/Close Items Menu
K - Open/Close Skills Menu
L - Open/Close Quest Menu
O - Open/Close Stats Menu
Q - Compass / Quest Log
E - Interact / Revive
G - Center Camera
C - Command Ally to Attack
Z - Command Ally to Defend
T - Chat (press T, type message, then press Enter to send)
1 - Use Skill
2 - Use Skill
3 - Use Skill
4 - Call Beleram
5 - Health Potion
6 - Power Potion
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ii. Xbox 360 [CT02]
```````````````````````````````````````````````````````````````````````````````
Dpad Up - Command Ally to Attack
Dpad Down - Command Ally to Defend
Dpad Right - Health Potion
Dpad Left - Power Potion
Left Stick - Player Movement / Menu Movement
Right Stick - Look / Move Camera
Click Left Stick - Center Camera
Click Right Stick - Compass / Quest Log
Start - Pause Menu / Options Menu
Back - Equipment / Items / Skills / Quests / Stats Menus
LT - Use Ranged Weapon
RT - Fire Ranged Weapon / Display Melee Skills
LB - Block
RB - Sprint
X - Basic Attack
Y - Heavy Attack / Critical Strike
B - Dodge Roll
A - Interact / Revive
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iii. Playstation 3 [CT03]
```````````````````````````````````````````````````````````````````````````````
Dpad Up - Command Ally to Attack
Dpad Down - Command Ally to Defend
Dpad Right - Health Potion
Dpad Left - Power Potion
Left Stick - Player Movement / Menu Movement
Right Stick - Look / Move Camera
Start - Pause Menu / Options Menu
Select - Equipment / Items / Skills / Quests / Stats Menus
L1 - Block
L2 - Use Ranged Weapon
L3 - Center Camera
R1 - Sprint
R2 - Fire Ranged Weapon / Display Melee Skills
R3 - Compass / Quest Log
Square - Basic Attack
Triangle - Heavy Attack / Critical Strike
Circle - Dodge Roll
X - Interact / Revive
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```````````````````````````````````````````````````````````````````````````````
III. Characters [CHRS]
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Farin, Champion of Erebor
This guy is a beast. Short and bearded, and he kills things with giant axes! He
is the main melee character in the game, but he can also use crossbows. He
hails from Erebor. His three primary skills are War-cry, Sweeping Attack, and
Crushing Blow.
Eradan, Dśnedain Ranger
This cat is pretty cool too. He's born of the race of men, and typically uses
bows to kill things. He can also wield all other weapons with the exception of
two-handed axes, warhammers, and maces. He's from Dśnedain and makes his home
in the wilderness. His three primary skills are Evasion, Ranger Strike, and
Heavy Shot.
Andriel, Lore-master of Rivendell
This elf is the female character. So you should play her if you're a girl or
you are somehow without a lady friend. She's good with magic and can heal
people to full health for free. Pretty sweet, huh? She's from Rivendell and
likes to smell the flowers there. Her three primary skills are Sanctuary, Word
of Command, and Empower Staff.
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IV. Gameplay Tips [GTPS]
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i. Conserving Potions [GT01]
```````````````````````````````````````````````````````````````````````````````
Never use a potion unless you have to. Period. You will need them near the end
of the game, so stack them up as much as you can. Sometimes you can even rely
on your allies to revive you instead of using health potions. Make sure you
only use power potions when using one will not fill your Power Bar over 100%.
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ii. Target Prioritization [GT02]
```````````````````````````````````````````````````````````````````````````````
You should prioritize enemies in the following manner (Highest Priority = 1):
1 - Overextended Enemies (based on army positioning) (see Definition below)
2 - The Enemy You Have Already Started Damaging The Most
3 - Other Enemies You Have Started Damaging
4 - Weak Enemies
5 - Archers That Are Doing Significant Damage
6 - Normal Enemies
7 - Heavy Enemies
8 - Archers That Are Not Doing Significant Damage
If you are defending a specific objective, the target prioritization does not
apply and you should focus on defending that objective. Specific tactics will
be given for all boss encounters.
Definiton of Overextended Enemies
Often you will encounter a situation where an enemy has charged you and is way
out of position in order for its allies to help it defend. Here is an ASCII
representation of an overextended enemy. Basically you want to attack the enemy
that makes up the pointy part of the blob:
Example 1 Example 2 Example 3 Example 4
X X | X X | X | |
X X | X X X | X Q R | X Q X |
Q | Q Q | X | R |
R | R R | X | | etc.
O | | O | |
| P | | |
P | A A | A P A | P |
A A | | | A A |
X - Normal Enemies
O - Most Overextended Enemy
Q - Slightly Overextended Enemy
R - Direction From Which to Attack Q To Take Advantage of the Overextended Rule
P - Player
A - Player's Allies
Of course there are other examples of slightly overextended enemies that are
not shown in the examples above (i.e. some Xs could have been shown to be Qs).
Just take this knowledge and apply it using your best judgement.
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ii. Causing Enemies to Flinch [GT03]
```````````````````````````````````````````````````````````````````````````````
Sometimes there will be a way to make an ememy flinch. It is not always a super
important thing that you must do, but it can help in dire situations, and it is
especially helpful when you are attacking a large enemy such as any of the
several types of trolls. Sometimes a heavy attack will cause the enemy to
flinch, but a good way I have found is to hit the enemy with an arrow. Not all
enemies will flinch, though, so make sure to use this tactic only when you know
it's possible.
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iii. Hit-and-Run Attacking [GT04]
```````````````````````````````````````````````````````````````````````````````
When you encounter a really strong enemy, sometimes the best way to approach it
is by the hit-and-run style of attacking. What this means is you first hit the
enemy when it is safe to do so, then roll backwards and repeat. Sometimes you
can hit the enemy a few times before it is necessary to roll back. Experiment
on the different types of enemies so you know what they are capable of and
whether or not they flinch.
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iv. Dire Situations [GT05]
```````````````````````````````````````````````````````````````````````````````
Sometimes you will find yourself surrounded by many enemies and you cannot
escape easily. The best course of action is to attempt escaping the dire
situation by running outside the surround and picking off the enemies one by
one. If you cannot escape the dire situation, use the following tactic:
Attack an enemy that is part of the group surrounding you.
Attack a different target in the same group.
Attack the other targets in succession until you have attacked them all once.
Start over from the first enemy you attacked until you can escape.
This will allow you to take advantage of what I call "semi-flinching" where
some types of enemies will not attack you within a certain amount of time after
they have been attacked. In other words, semi-flinch as many of your assailants
as possible so that you have as few as possible attacking you simultaneously.
You may even be able to flinch some of them as an added bonus.
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v. Defense From Archers [GT06]
```````````````````````````````````````````````````````````````````````````````
If you see that there are a lot of archers around the corner together with
regular melee-type enemies, attempt to make the melee enemies follow you back
around the corner or wall. In this way you can neutralize the archer threat
while you kill off the melee soldiers. You can take the archers out afterward
without worrying about melee enemies counterattacking you.
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vi. Rolling Through Enemies [GT07]
```````````````````````````````````````````````````````````````````````````````
This is a very effective method of reducing the damage dealt to you. Simply
stand in front of an enemy and wait for it to attack. As the enemy attacks,
dodge roll forward through the enemy. If done correctly, you will take no
damage from the attack. This is especially effective against enemies that wield
Warhammers, trolls, and some bosses when they attempt a powerful vertical
attack.
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```````````````````````````````````````````````````````````````````````````````
V. Walkthrough [W000]
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```````````````````````````````````````````````````````````````````````````````
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```````````````````````````````````````````````````````````````````````````````
i. Bree [W010]
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```````````````````````````````````````````````````````````````````````````````
After speaking with Aragorn, you'll be ready to be on your way. Some starting
gear is provided for you. If you want to help the locals out, you can speak
with some of them for riddles and sidequests. Otherwise, make your way out of
the Prancing Pony and all the way to the end of the road to the shining blue
mist. Press E to Proceed, and travel to Fornost to begin the game.
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```````````````````````````````````````````````````````````````````````````````
ii. Fornost [W020]
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```````````````````````````````````````````````````````````````````````````````
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1. Fornost Main Gate [W021]
```````````````````````````````````````````````````````````````````````````````
Begin by moving up the stairs to the right. Kill the two enemies there, and
continue up to the top of the stairs. There will be two more enemies waiting
for you. Dispatch them both. Make your way past the fountain and to the blue
mist. Press E to proceed.
There are three archers on the stairs up ahead of you. Take them out first and
let your allies deal with the enemies to your left. There is a chest on the far
right side of the hall. Press E to open chests. Kill the others who come and
the gate will open.
The gate has opened, but more goblins have been sent after you. Kill all four
of them and move to the left to find two chests before moving through the gate.
At the end of the hall, the floor will drop out. Don't worry, you don't take
fall damage.
Follow the path to come to a sewer system. Cross the bridge and kill the goblin
before making your way downstairs to the main sewer floor. Enter the blue mist
to proceed.
A large band of goblins is after you! There are six in all; move up toward the
pillar and choose a group of three to kill. Your friends can take care of the
other three. More goblins will come out of the holes in the sides of the floor
as you kill them off. Soon, goblin archers will begin shooting at you. It is a
good idea to kill them as soon as you can to avoid as much damage as possible.
Try not to get surrounded by the goblins. Their strength is their numbers. Use
Andriel's Sanctuary for free healing and protection from arrows if you need it.
If you get surrounded, back up and run for a few seconds, then attack a goblin
that has already chosen someone else as its target. You can get some nice free
kills this way.
After killing off all the goblins and goblin archers, you are free to move up
the stairs back on the sewer's bridge. You can backtrack a bit up here to find
a chest. Once you are satisfied with the loot, head to the far end of the upper
level and enter the doorway on the right wall (the same side you entered from).
In this tunnel, there is a chest in the alcove to the right. Open it, then
proceed forward.
The goblins have captured an eagle and are harassing it. Luckily for the eagle,
you've arrived! It celebrates your presence with a gratuitous kill, ripping the
goblin's neck and tossing it the length of a football field with its powerful
neck.
There are lots of enemies to kill here. Focus on the unarmored goblins first.
They are weaker and generally dumber than the armored axe-wielding ones, so
they will be easier to kill. This is good because if you kill the weaker ones
first, you will be taking damage from the surrounding horde for a smaller
amount of time than you would if you started with the armored goblins.
Once you take out the six on the ground, more unarmored goblins crawl down the
wall to attack you. During the wait you can free the eagle if you want to, or
continue the slaughter. You free the eagle by breaking the four chains located
on the four corners of the square it's sitting on. To break a chain, simply
swing a melee weapon at it.
The strategy to kill this large horde of unarmored goblins is similar to the
strategy you used at the bottom of the sewer. The idea is to not get surrounded
and if you do to run off and attack once they have targeted a different hero.
Once you're done, more enemies appear on the ledge adjacent to the battlefield.
But the Eagle you just saved decides to help out and kills them all in one fell
swoop!
After meeting the Eagle, Beleram, you can continue. Feel free to search the
grounds for loot. There is a chest in the area to the right of the open door,
and a gilded one on the ramp to the right of where you freed Beleram. Go
through the door and you'll see some light. You can enter the light to go back
to Bree for repairs or to buy potions and sell equipment/loot if you need to.
Continue up the stairs and into the next area.
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2. Battlements [W022]
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Now that you've made it to the battlements, it's your job to destroy the war
machines up here. Move forward and you'll be met with a Goblin Sorcerer along
with an axeman and two archers. Move up and take out the sorcerer if you can.
He attacks with ranged spells that can be quite bothersome if he's left alone
for too long. When you move up some unarmored goblins will attack you, so be
ready for them. You can take out the archers on the scaffold by firing an
arrow into the red bomb next to them.
Behind the Sorcerer is the first war machine. To destroy it we'll be pushing it
off the cliff. Walk up to the machine and press interact. On PC this is the E
key. You then are required to tap E repeatedly to successfully push it off.
Cross the wooden bridge and you'll notice that the gate is shut. There's
another goblin sorcerer and two axemen to the left. Six unarmored goblins will
also be crawling down the wall, so you can either go straight for the sorcerer
or take care of the goblins first, your choice. Save the armored Goblin Axemen
for last.
Push the second war machine off the cliff and open the nearby chest if you
wish. Once the war machine is gone, the gate will mysteriously open, allowing
you to proceed through the now visible blue mist.
There are a lot of enemies to be seen across the bridge and on the platform
just ahead. The game suggests you call Beleram for aid and you are given three
Great Feathers, which are sort of like get out of jail free cards that allow
you to command Beleram to attack things for you and generally be your slave.
You can use Beleram if you want to but it won't help much. Beleram will kill
one enemy per feather you use, but you have to wait between uses, so there will
still be a lot to kill off when he's done working. It is a good idea to force
an engagement against the goblins on the bridge so you don't get surrounded.
Once you break through the forces on the bridge you should be good to kill the
archers, and from there you can clean up the remaining foes rather easily.
There is a chest in the corner of the lower ground after you cross the wooden
bridge. You can now proceed through the doorway to the Outer Wards.
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3. Outer Wards [W023]
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Talk to Beleram and use the free trip to Bree if needed. Now that the war
machines are gone, Beleram is free for you to use, so long as he can see you.
This means you have to be outside to use Great Feathers to call him for help.
Once you've finished, move to the right and make your way up the long straight
ramplike staircase. When you reach the corner, two goblin axemen and a regular
goblin will attack. Make sure to take them out before calling Beleram to
destroy the gate for you. Kill any remaining forces on the upper ground before
moving on. There are two chests on the area behind you and down the other set
of stairs. Be warned, however, there is some Navi-like badgering by the other
heroes if you choose to take your time here getting all the loot. There is
another chest just past the gate before you go through it.
After Beleram clears the gate, head through the opening. Upon proceeding
through the blue mist, you will see that there's a mounted crossbow over there!
If you call on Beleram before moving up the stairs he will attack the mounted
crossbow. If you're attacking a goblin, though. He might attack the goblin. So
be careful with that. It really is necessary to take it out quickly though so
don't be afraid to use feathers.
Once you kill the seven or so foes on the ground here, reinforcements show up.
You can go sit on the mounted crossbow and try to kill some of them if you
want. Your allies will probably be attacking things in range of the crossbow
while you run around trying not to get hit by the remaining archers on the
rooftops. You can kill the rooftop archers with the mounted crossbow too. But
the onces on the wooden scaffolding will have to be slain by arrows.
Up the ramp near the scaffolding is a gilded chest and a glowing wall. If you
break the wall you will find another chest behind it. The glowing walls also
count as secrets that you can find within each level.
In the direction you came, there is a path that branches off to the right. At
the end of the path is a way to proceed. You will jump down into a circular
room where you fight your first troll!
Though it might seem intimidating at first, trolls are rather simple to defeat.
Just allow it to attack one of your allies and then attack it from behind. If
you see it starting to turn around, quickly roll away or expect to get swiped
by a giant hammer. Not fun! If you must attack it head-on, slash a few times
and then roll back. This is also known as the Hit-and-Run method of attacking,
which is described further in the Gameplay Tips section of this guide. You can
also use the Roll Through An Attacking Enemy tactic if you need to.
After defeating the troll, you meet Elladan and Elrohir, the twin sons of
Elrond. They will be helping you in special circumstances in the paths ahead.
After speaking with them about your mission to kill Agandaūr, you will be in
the Inner Wards.
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4. Inner Wards [W024]
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Follow the twins forward. There is a chest on the ramp to the right. You will
see another mounted crossbow ahead, but you don't need to worry about wasting
a Great Feather on it, for Elrohir will kill off the goblin there. In the
meantime, you can use the pieces of wall that are jutting out of the hallway
for cover from the mounted crossbow.
There are many armored goblins surrounding the crossbow platform. Run around
and try not to become targeted by any of them. Attack the ones that are not
attacking you. Once they're all down, many more goblins will attack from the
far end of the hall where you came from. Mount the crossbow! You can hold the
attack key (left click on PC) to auto-fire the gun. You mainly want to aim down
the hall and kill all of the enemies running toward you. There are also archers
on the nearb corners to your upper left and upper right which you can kill
every once in a while.
More goblins will come down the walls of the hall. Continue firing at them with
the mounted crossbow. It is ok if some make it past you, just kill as many as
possible. This means staying on the crossbow for as long as you can. Eventually
you will be attacked from behind by some random goblin. Kill it and continue
firing from the mounted crossbow, until the doors behind you open.
An Orc Soldier and two Goblin Swordsmen come out. The Orc Soldier is simply a
slightly tougher version of the Armored Goblins you've been killing this whole
time. Save him for last if you can avoid getting hit. Andriel will typically
cast Sanctuary here, so you can potentially use that to heal up before you go
through the now open doors. It's usually a good idea to take advantage of the
free healing. The brothers went through the other doors. Don't ask why they
closed it behind them.
Now you'll have a chance to hug your very first Goblin Sapper! Bad idea, they
explode. Instead, hit them with an arrow apiece as they crawl down the wall
toward you. When you get to the corner with the red orb (read: BOMB), more will
attack. Give them each an arrow as well. If you want, you can fire at the bomb
but it is the same as killing a Sapper, so you really don't need to use it.
The second red bomb you see you DO need to destroy, however. It is located at a
dead end path and the wall must be destroyed for you to proceed. Blow it up
from a safe distance, and the Sappers that appear from behind the wall. The
bomb has a pretty wide explosion radius and it does a lot of damage so be
careful. If you die your allies will revive you though.
Now there's another mounted crossbow above the gate ahead, but it's being
shielded from ranged attacks with the Orc Sorcerer's fire sphere. Since you
can't do any damage from afar, you need to go up the stairs and attack them
head-on. Feel free to kill the regular archers first. When you enter the fire
sphere to attack the Orc Sorcerer, you may notice that you are taking passive
damage. When you kill the Sorcerer, his fire spell will disappear, so kill him
before you take too much damage from teh spell.
Kill the guy on the Turret, then open the gate using the lever next to it. You
will need to tap E to pull the lever. When the gate opens get on the Turret so
you can kill the enemies that come up the path. When all the enemies are dead
by Turret, including the archers (you'll notice this is similar to the last
area with the mounted crossbow), you're free to go through the gate. There's a
chest in this area near the start if you want to look for it.
Upon going through the gate you will be trapped on the bridge between the two
gates. Goblins climb up the walls of the bridge and attack you. Now you'll need
to be getting better at positioning and attacking the correct enemies first in
order to pass the bridge easily. Read up on Gameplay Tips if you need more help
here.
Goblin Snappers are coming from the raised metal paths above the bridge. Focus
on one side at a time. Your friends can help you kill the ones that might come
from the other side. If you run out of arrows more will be provided for you.
Continue killing them off, changing sides when there are none left. When they
are gone, more goblins attack from the bridge. But there are also more Snappers
on the way. Try to focus on the area where the Snappers came from while you run
around on the bridge attacking with your sword. When you see a Snapper coming
down the raised path, kill it with an arrow and continue cleaning up the forces
on the ground.
After the area is clear, the elf twins appear above you to open the gate for
you. How convenient! They seem to be friendly elves. Move forward and you'll
see more archers on the scaffold ahead. Blow up the bomb to kill them easily.
There is a free trip to Bree here, and the ramp to the left is the way forward.
You can use this opportunity to sell some weapons to Otto Aster in Bree if you
want. It's a good time to do that.
Up the ramp you'll see a glowing wall with a chest behind it. Keep going up,
and there's another chest above the hidden room. Pull the lever to open the
next gate, and get the loot up here before going back downstairs. Go through
the gate and there's another Turret mini-game in which you sit on Turret and
stuff dies. The enemies start coming from one side, then the other, then they
will come from the middle, and finally they will attack from all sides. The
same logic applies; stay on the Turret as long as possible; when attacked from
behind, kill it and get back on the Turret. Focus on the enemies closest to you
first.
If you think you're done but nothing is happening, there are probably archers.
After waiting a while, some enemies will come along with the exploding Snappers
so get back on the Turret and kill them all. The Snappers can be used as mobile
bombs to help you if lots of Orcs and Goblins make it past your Turret. If you
need to attack things one on one, try to fight from the top of the stairs so
you won't be surrounded.
Now Elrohir opens the gate. Go through that and cross the bridge. Up ahead is
a Sorcerer and lots of friends. If you have trouble draw the baddies back to
the bridge so you're out of range of the Sorcerer. You may notice the game is
getting a bit more difficult here. There are two Orc Soldiers! Oh no! Heal up
before killing off the Sorcerer or you will die from its spell. Kill the final
three baddies that rush you to proceed.
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5. The Citadel [W025]
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The first thing to do is get rid of the mounted crossbow. You can use Beleram
here but it is simple to dodge the crossbow's fire while hitting the goblin
operating it with your own arrows. Kill the goblins on the ground and move up
toward the crossbow. Now more goblins and Snappers will come from the burning
wall ahead. Shoot the Snappers with arrows.
When they're all gone, a sorcerer and some armored goblin swordsmen will show
up on the stairs. If you can shoot the bomb before the sorcerer gets his shield
up, this part will go much faster. If not, simply rush the stairs, get inside
the shield and hit the bomb. You can then kill the three of them the rest of
the way with ease, starting with the Orc Sorcerer.
Head up the stairs and into the citadel. You'll notice that now you're inside,
Beleram isn't available to help you. Check the gilded chest to the left, and
proceed to the right. There are archers above the bridge, but feel free to walk
right past them. They're not essential targets.
In the next room, an Orc Sorcerer will fall down and summon some friends. Take
the Goblin Snappers out first. If you can place Sanctuary in between you and
the ranged enemies (archers and sorcerer) it would be very helpful here. You
can take out the Orc Soldiers first this way without having to worry about the
ranged baddies. If not, go for the Sorcerer and archers first.
Now Feral Goblins will come down from the ceiling. These are rather simple to
dispatch and they're pretty dumb too. They tend to crowd around your allies, so
you can simply hack away. Roll around a lot and they will stay spread out. If
they clump up it's bad news for you because they will probably be looking at
you as a target.
When you kill them all, an Orc Soldier will help you out and open the gate for
you. He will also attack with two minions, so kill them and walk up the stairs.
Straight ahead is a chest, and left is the friendly blue mist.
When you proceed you will be at the heart of the fortress, where Agandaūr must
be, according to Elrohir and Elladan. Too bad for you, because there's a ward
guarding teh door. The twin brothers decide to meditate on the door and use
their elf-powers to open it, meaning they can't help you kill the waves of
enemies that are about to catch up to you.
Lots of Orc Soldiers and armored goblins will attack. Simply take them down one
by one. But if any get too close to the door where the elves are, focus on them
first. You can even stand next to them to sort of force them to attack you
instead of the elves. If you get too close to the door you can't use Beleram,
so if you need to use your feathers make sure you are far enough back. You may
need to stand right next to the door and attack many enemies at once with basic
attacks in order to defend successfully. Read up on the Gameplay Tips for more
help with Dire Situations such as this.
The last encounter is a troll. Use Beleram on him a couple times and mash your
skills to do as much damage as you can. Usually two eagles will be more than
enough damage, and once it falls the elves will remove the ward from the door.
The bad news? Beleram will have to leave you for a time. And we all know how
much everyone loves Beleram!
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6. Citadel Tower [W026]
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You may wish to go back to Bree here to repair and make some space in your
inventory for loot. If not, there's a chest opposite. Follow the elves up the
stairs. Go around the fireplace and into the mist. After a short scene with
Agandaūr and Tharzog, you'll be spotted trying to escape. The elves make it out
and won't be helping you. Now for your first boss battle!
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BOSS: THARZOG
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Special attack: Vertical Slash
If you see Tharzog jump, he's probably performing this move. Simply roll into
him (to end up behind him) and you'll take no damage. He can also start this
move with a short charge forward.
Special attack: Whirlwind Slash
First, he raises his sword and roars, probably for backup because he's about to
die. Then he spins, slashing in a circle. When you see him roar, roll away and
fire arrows.
Special attack: Triple Slash
He charges forward, stops, and then performs a three-swing combo attack. Stay
behind him and continue attacking.
Special attack: Sword Swing
He leans and then bats his sword sideways. When you see him lean get out of his
face.
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Treat Tharzog as a stronger version of an Orc Soldier, because that's all he
is. Eventually you'll be overrun by Orc Soldiers, so hit them a bit to make
them flinch. While they're flinched continue focusing on Tharzog. Once he's
down you can kill off the rest of the Orc Soldiers. Try to use basic attacks so
you can push a single Orc back at a time. This places it in an overextended
position and makes it less likely for its friends to attack you. When they're
all done go through the mist to follow Elladan and Elrohir, who have continued
the pursuit of Agandaūr.
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Agandaūr is ahead fighting the elves! Too bad for you, though, your princess
is in another castle. Beleram attempts to take him down as he flies off but is
unsuccessful. You decide to talk about it with everyone and return to Bree
before setting off for Sarn Ford through the same blue mist in Bree you used to
go to Fornost.
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iii. Sarn Ford [W030]
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Here you will meet Halbarad, but mostly Sarn Ford is where you will find your
next shop and repairsmith. It's also a way to meet a few new characters that
tell you where to go next and unravel some of the sketchy lore. You're headed
for the Barrow-downs, so once you're done with any side quests you'd like to
start in Sarn Ford, head to the blue mist and make your way there.
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iv. The Barrow-downs [W040]
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1. The Barrow-downs [W041]
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Follow the mostly straight path down the hill to the graveyard. You'll notice a
pervading green mist and lots of strange glowing runes above a dark cave
entrance. That's your cue to enter.
The area starts off with lots of unarmed skeleton-like Wights that kind of
stand in front just past the doorway, daring you to enter. You can kill many of
them at once if you use a two-handed weapon. Head out the other side and you'll
see more Wights accompanied by... is that... a TROLL?! No, actually. It's two
trolls, lots of Wights and some swordsmen decide to join the party too!
Right now it's your priority to take out the small unarmed Wights first. They
go down quick and it allows you to focus more on the trolls when they're gone.
By that time the trolls will be attacking your allies, so pick one and hack
away. If he turns to face you it's bad news. Run and hope he gets distracted by
arrows. Try to stay behind him, it's really not that hard. You can easily take
them both out this way. Once you have, cross the graveyard. Opposite the area
where you would "Proceed" is a small area where you can pick up some Athelas if
you haven't found any already.
Guarding the chasm entrance are three more Wights, one of which has been sort
of "blessed" by the evil graveyard mist. Don't ask me what that does. Just know
that it makes them stronger and stuff, I think. Anyway the next part is just a
bunch of Wights and shouldn't be a problem for you if you've made it this far.
Continue applying the rules of warfare as outlined in Gameplay Tips and use
Sanctuary for healing when necessary.
Crossing this giant field, you will notice three cracked walls glowing with the
same eerie mist mentioned earlier. Not the friendly proceed mist. The green
graveyard mist. Well they all decide to explode and out come ghosts which fly
towards you and become basically more enemies. Fun! If the swordsmen walk into
sections of the ground that are covered in mist, they will become imbued with
mist. This is important because it makes them harder to kill, so try to keep
them off it if you can.
This was a pretty tough section for me. I think it's probably better to start
by killing off the archers, because they really do a lot of damage here, even
though they miss a lot. Make sure you're reviving your friends and they will be
able to return the favor should you need it. If you need to spread the enemies
a bit, run far away from the group. Sometimes they will start attacking allies
which can also be a good thing.
Now you can go up the land-arch above one of the now-broken walls to find a
regular chest. You will need to clear out all three of the areas that are now
available to you in order to proceed. I'll start with the rightmost tomb, the
one under the land-arch where the chest was.
You'll notice there are two paths to take. Doesn't matter which because they
meet up in the middle, and both have similar groups of enemies. There are about
six Wight Swordsmen that attack at each path entrance. They will probably be
imbued by the time you kill them. Use the narrow tunnel to help you separate
them so you can kill them one at a time, and always try to get behind them. I
used a lot of Hit-and-Run Attacking here. You should too!
Where the paths meet up is a chest, just in case you can't see it. Also there
are more swordsmen. When you're done, go up the other side and finish out this
tomb using the same tactics as before. If you happen to come upon some unarmed
Wights in the bunch, kill them first as usual.
Leaving the first tomb, make your way back to where the other cracked glowing
wall was. It's another tomb! Same idea, really. If you haven't learned how not
to get surrounded yet, you will learn in these tombs. The idea is to attack and
then roll away from them. A lot of running is sometimes involved.
The second tomb has a long hall and then a glowing "secret" wall on the left
wall with chests behind it, of course. After you hang around in this room for
too long the zombies will come out to play. Don't get surrounded! Focus on this
part of the gameplay and you will be rewarded in the long run. If you see one
out by itself, attack it instead of trying to take on the six that have
surrounded your ally at once. Though this place seems more difficult than the
first, there are actually fewer monsters to kill here.
Now you can continue forward through the friendly blue mist at the far end of
the field outside the tombs. What sort of spirit is that, you ask? Why, it's a
boss!
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BOSS: BARROW-WIGHT
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Special Tactic: Teleport
The Barrow-wight decides it doesn't like the scenery and flies somewhere else.
It cannot be attacked, but you can follow its path by watching the ghostly
spirits fly around. It will materialize where they stop.
Special Tactic: Summon Wights
The Barrow-wight kneels and summons some Wights, which appear in the field to
attack you and your buddies.
Special Attack: Throw Stones
The Barrow-wight throws giant boulders at you. They are easy to dodge but hit
hard, so dodge them!
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It is important to not let the Barrow-wight out of your sight as you kill off
his helper-Wights on the ground. If you do, you might get hit by a stone, and
that's no fun. Kill off the Wights on the ground first and then let the Barrow
have your arrows! Continue to kill off the reinforcement Wights while keeping
the Barrow-wight on the screen so you can watch him when he decides to throw
stones.
When his stones collapse around him, he will materialize in the graveyard
battlefield. You can now wail on him; do so! Don't worry about killing the
normal Wights now. They will die with the boss!
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After you loot the gravestones for all the booty, enter the now-open
cavern-tomb. At the end of the main hall is a chest waiting patiently for you
to break all the clay pots like you do in Zelda games. When you open it lots
of Wight Swordsmen and Sword-and-Boardsmen appear. Take them one at a time. If
you find yourself being attacked by more than one at a time, run from them and
find a better fight where you have more of an advantage and less of a
disadvantage.
Continue to the right to meet more Wight. There will be two sword-and-boards
and one typical unarmed one. At the bottom of the ramp is a room full of
sword-and-shieldsmen. Now you will become really good at noticing which mob has
overestended. Stay uphill from the monsters and attack the one that is farthest
up the ramp at all times. They flinch if you hit them with heavy attacks, and
in this way you can hold them off and kill them before they push you back too
far.
This room also has a glowing wall in it. This time, no chest. Don't miss it.
Continue down the tomb until you get outside again.
When you see a group of ghosts fly ahead of you, you're getting close to the
massively huge group of archer-wights. These are a real pain because you will
take cheap damage from them most of the entire battle if you aren't within
Sanctuary. Kill them as fast as you can and use potions if necessary.
Up on the hill to the right is a winding path that leads to a chest! Cool!
Typically lots of silver here. Congrats, now go buy potions with it! Move up
and into the blue mist, where you'll see a portal to Sarn Ford. You can take
this time to return the Athelas for the side-quest if you want. If you don't,
it may be too late to be successful when you do want to go back, so it's a good
idea to do that now.
Another Barrow-Wight is in the cards.
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BOSS: BARROW-WIGHT
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This fight is the same as the last one, bt this time there are also archers on
the ground. You'll get good at dodging arrows with dodge roll. Try to stay in
Sanctuary if it's up and attack the Barrow with arrows from its protection as
much as you can. If you're out of arrows, you can destroy the grave-markers to
get more. When everything is dead the cracked wall will be destroyed. Pass.
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2. Barrow of Amon Gorthad [W042]
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Pass through the great hall that forms the entrance to the Barrow of Amon
Gorthad. You'll find a chest before you make it up the stairs. Turn the corner
and head down the stairs to your first battle-room. Here you're met with a slew
of Wights, which shouldn't be a problem for you. Now you have a choice of paths
to take as the way forward is shut by a locked gate.
Up the ramp to the right is a small room with a chest and some Archer Wights.
Up the ramp to the left you'll find more regular Wights, some swordsmen who
forgot their shields, and maybe an archer or two. If you go around the giant
pillar that makes up the majority of this room, and search the backmost wall
for a chest, you'll find the typical loot plus an Ancient Key, along with a few
new Wight-friends.
This is the key to the gate you saw in the main room below. Battle your way
back to the gate and open it using the key you just found.
Down the hall and down the long and winding road brings you to a major open air
breezeway semi-split by pillars. Move slowly through here so you don't get
surrounded. The Wights are relatively spread apart so simply take them out bit
by bit, successively, as you slowly move down the hall. Focus on taking out
archers first if you decide it won't be dangerous. Make your way down the ramp
and backtrack to clean up the rest of the Wights in the same manner as your
first run.
Now the way is clear. This room is a long path that curves to the left. There
are pillars making up the outer wall that opens to the air of the cave, and the
inner wall is solid.
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BOSS: BARROW-WIGHT
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This boss is the same as the previous two Barrow-wights, but with an added
bonus: The enemies here are legion and more difficult. They tend to be sworded
rather than unarmed. The archers here are especially annoying and damaging so
take them out first. Though the enemies keep respawning on the path while the
Barrow-wight is alive, I advise taking them out first. Kill them as fast as you
can and you'll find a space where you can safely concentrate on the boss for a
bit.
When you can focus on the boss, fire as many arrows as you can. If you need
more, break the pots along the walls. You can always run to the other end of
the hall if you need to get away from the non-boss mobs. Take cover behind a
pillar and fire lots of arrows. If you see stones headed your way duck behind
the pillar.
When the Barrow-wight's health is sufficiently low (about half) he will join
you on the ground. Now is your chance to show him how sharp your blade is. When
he's done you can continue down the path.
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This room includes a shop, a free trip to Sarn Ford, and a pretty nifty
rotating stone double door. Go through the door and go down the long path that
curves right. Near the end you'll find Luin, one of the brothers you've been
searching for!
After talking to Luin, he decides to join you in your search for his brother.
Now your party is four! Continue through either of the two openings in the wall
ahead to resume seeking his brother, Kilaran. There are lots of chests here too
if you want to open them!
Make your way around the pillar and go up the familiar open-air path. Follow
Luin and he will lead you to a very wide ramp. You can see the monsters coming
slowly down it ready to bite your head off and eat your brains. Take the lower
ones out first. Let them come to you at the bottom of the ramp and you'll have
an easy time. You can take advantage of your position here and use up your
arrows if you want. At the top of the ramp is a big hallway with some cool
statues. You must be close!
The door at the far end of the hall opens and Luin steps through. Follow him
and you'll find yourself in a large cavern dominated by the eerie green mist.
Luin points at what he thinks is Kilaran. It's actually the final boss of this
world!
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BOSS: BARROW-WIGHT LORD
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Though the boss looks huge, he's actually just the size of a man as he's taking
on the form of Kilaran, Luin's missing brother. Take out all the little Wights
on the ground first. When you're close to cleaning them out the Barrow-wight
Lord will jump across the chasm and attack you. Now's your chance to do damage!
When he falls, run behind a pillar. He shoots shockwaves of green mist at you
and if you stay behind the pillar you won't get hit. This boss has a pattern.
First you kill his minions. Then he appears on the same side you're on so you
can do easy damage to him. Then he shoots three shockwaves before summoning
more Wights.
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After three rounds or so of this pattern, the boss will be dead. Now you can
cross the chasm to the other side and pick up the loot! Luin muses over the
loss of his brother, and then you're off to Rivendell!
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v. Rivendell [W050]
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Here you'll have a chance to meet the majority of the cast of characters from
the movie version of The Fellowship of the Ring. The missing parties include
Samwise the Brave, Peregrin Took and Meriadoc Brandybuck. To make up for it you
can talk to Bilbo, Glóin, and Arwen.
You can start some sidequests here if you wish, but the functionality of
Rivendell is similar to the previous town areas. The story is advanced and the
characters within direct you where to go on your next quest. You can repair
your equipment at Angmir's smithy, and the shop-elf Elaurė is very close to the
old dwarf Glóin.
Once you're done speaking with those who have chosen to call Rivendell their
home, go up the stairs and around the curved bridge to make your way back to
the world map, and from there, the Ettenmoors!
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vi. The Ettenmoors [W060]
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1. The Coldfells [W061]
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A shield is helpful here until you are comfortable with the new enemies you
will encounter. Most of the enemies you will face have now been upgraded to the
Orc variety. Think of Wights as the midway point in strength between goblins
and Orcs. Anyway make your way forward and you'll be met with two Orc Dual-
Bladers and several Archers. You can't get to the Archers easily for melee
combat, so fight the Dual-Bladers first.
These guys are tough, I'll admit it right now. Attack them from any direction
other than their face. If you get caught in their blades they will combo you
for a large chunk of your health so use your roll a lot and dodge their swipes,
then attack while they're stuck comboing the air.
Around the corner to the right is the land-bridge from which the Archers shot
at you. You can cross the gap by running up to it. You'll jump over it like you
do in Zelda-style games. There's a gilded chest at the other end along with
some monsters guarding the treasure. When you're done playing with the cool
jumping animation, continue to follow the uphill path.
You'll notice a cave to your left. Enter it by slaying the three goblins and
also the Orc Crossbowman to find a chest and some glowing cracks on the walls
within. The cracks usually contain Gold Nuggets, which sell for quite a bit of
silver. Yay free money!
Continuing on outside, you will jump down a ledge. You'll notice that you can't
go back once you've jumped down. You're therefore trapped in the next field of
battle, where you'll meet a rather large Orc/Uruk-Hai hybrid swordsman, some
regular Orcs and a few archers. Here you should focus on the large hybrid
creature first. He's fast and does lots of damage if you leave him alone for
too long.
When they're all gone you'll be met with a few Orc Axemen and a regular old
horde of goblins. Now is a good chance to get a high combo and focus on your
running skills as you kite the beasts and wail on them when they get too close.
The third wave sees an Orc Sorcerer join the fray, bringing more Orc Soldiers
along than we fought at our battle with Tharzog. No matter. The battlefield is
larger and you can use the space to your advantage.
The fourth wave is a lot of goblins and a Mountain-troll. If you get caught by
the troll, mash the basic attack button (left-click on PC) to escape. The
goblins will keep spawning, but kill them first because you can kill them more
quickly than they spawn. Then go after the troll. You can get a lot of cheap
shots off if he's grappling with a friend. Sometimes you can kill him with a
really cool death-animation where you jump on his head and drive a giant spike
into his skull.
Another troll pops out of the woodwork, but Beleram is back to save the day! He
knocks the troll off the cliff with ease. When you're done talking about the
boss of this zone, Bargrasir, feel free to loot the area. Follow the sandy path
into a narrow gorge. To kill the armored Orc Sword-and-Shieldsman, it is easier
if you use heavy attacks. Sometimes you'll ge the Block Breaker notification
which is a godsend because you can then kill him easily without his shield.
They are a lot worse at guarding with no shield than are non-shielded warriors.
Make your way up the hill and kill the baddies there. Their group is typically
tight so just attack whatever you can and let them begin to attack your allies.
Once they do, slay them from behind.
Now you have a choice of paths to take. You can go right or forward (left), but
you can always double-back by jumping down the ledge by the gilded chest ahead,
so don't worry about choosing too much.
Up ahead is a cave, and out pops another troll. Once he's down you might loot
the cave for some gold and a chest.
Just past the cave is a ledge with a chest on it. Open it and continue down.
Now backtrack and follow the stream to find the gilded chest mentioned earlier.
You can jump down here and take the other path now if you wish. Just beyond the
far end of the stream is a large cave with a few monsters and loot. You don't
have to clear it but you can if you want. Upon exiting you'll face more Orcs.
There is also a hidden wall with a gilded chest near the cave's other exit,
which happens to be the other path we talked about earlier.
Moving on down the main field-path now, you come to a small barricade and a few
Orcs. Attack an Orc Soldier first and leave the armored one for a friend. Clear
the three melee enemies first behind the corner out of archer range, then take
out the archers. Upstream is another cavern, a backtrack to a chest, and the
way forward to the left.
Take the cave route for a chest and some gold. Then move forward down the ledge
to face the next onslaught. You can stay on top of the ledge and attack with
ranged weapons if you want. If your friends don't follow you down the ledge
there will be a large group of enemies all hovering near the cliff. You can
attack them from behind but it's best to bring them out into the open so they
don't form a large and powerful group. You can run far from the ledge and press
Z to call your allies to Defend and jump down.
Take care of the archers before the next group charges you. They are led by
another hybrid Orc/Uruk-Hai. Leave him for last this time to see the different
effect this decision can have on your party.
Afer the second wave of Soldiers comes with the Sorcerer, kill the goblins who
are late to the party. They're mostly a satisfying reward for doing such a good
job here. A troll appears afterward. Now you can safely loot the area and then
enter the friendly blue mist to proceed!
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2. The High Moors [W062]
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This place is darker. It must have taken all day to get through the Coldfells
and so it is lit by moonlight. Take the archer down and attack the Dual-Blader
from the side. Slay the final archer and move on. Around the corner is a small
band of three Orcs, one armored. Fight in narrow quarters for best results.
Loot the cave if you want. Back on the main road, you'll meet another small
group of three, this time led by a Dual-Blader instead. This is just the game
getting you used to these new Orc enemies. You might even begin to develop your
own strategies at this point.
On the hill ahead is an Orc Sorcerer with a larger group of mainly archers and
a big guy. Kill the big guy first and try to stay behind a corner so the arrows
don't kill you.
When he's done move forward and slay the arrows, using the cover of Sanctuary
when needed. By this time the Sorcerer may have left his fire shield, so you
don't have to worry about killing him first for your friends to be effective.
Lots of archers means lots of running circles around them as they stand still
making themselves easy targets for your blades. Kill the goblins who are again
late to the party, and make your way up the hill across the stone bridge.
The correct path to take here is the one that leads straightmost away from the
bridge you just crossed. There is a gilded chest in the cave downhill to the
right if you wish to open it.
Moving forward through the gorge you will be trapped between two gates. Get rid
of the archer behind you on the hill first, or he will do a lot of damage. Now
the Orc Soldiers will be all lined up out of position, which is good. You can
take them out one by one. When there are but a few left it is a good time to
take down the Sorcerer.
Now another horde of goblins appears, along with a few Soldiers here and here.
Open the chest and make your way through the inviting blue mist to move
forward.
Here's another passage back to Rivendell at the entrance to the cavelike
Troll's lair. If you use this time to make your way back to Sarn Ford with the
Athelas medicine, it will be too late.
Beginning our journey through the Troll's lair, we come upon a band of three
led by an armored Orc Shieldsman. Heavy attacks are best against him until his
shield is gone. You can bust the wall to the right for gold and a chest. Ahead
following the curvy path is a medium group of Orc Soldiers and a Dual-Blader.
Allow them to push you back through the tunnels if it means you take fewer
hits, then move up to kill the archers and Sorcerer around the corner.
Here you may be met by a Shieldsman and more archers. Save him for last. Past
the next corner is the first large room, complete with glowing torches. Beyond,
the tunnel continues. Up ahead is the second large room.
Move up slowly and fire an arrow at a monster that is part of the left group.
You can draw them out first separately so you don't have to attack them all at
once. Then the others might notice you, so you have several archers and a troll
to kill. You can use the troll for cover and also bring him into the tunnel if
you need to. Once he's down and the archers are too, Press on through the blue
mist.
Here are some crossbowmen and an entrance to the outside. In a small alcove to
the left is a Dual-Blader ready to ambush you. Kill him and open the chest he
was guarding, then get out of the cave. Here are some Archers and a Sorcerer.
Around the corner is another Orc camp where you'll be met with a large band of
Soldiers led by a hybrid. Take the hybrid out first as before, unless the
others are presenting themselves as easy targets.
The second wave will be a Sorcerer with his typical group of Soldier Axemen.
Simply use the rules of positioning to prioritize your targets and make your
way into the cave at the other side of the camp.
Within these walls is an even fouler stench. Just in front of you is a secret
wall to destroy. The way forward is to the right of the cracked wall. You don't
have to kill everything to the left but you can if you want more xp. There are
two trolls to the left along with some smaller baddies for support. As a reward
you will find many loots and two chests, one being gilded. Taking the right
path now we move forward into the blue mist and out of the High Moors.
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3. Stone Chasm [W063]
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Ah, the final area of the Ettenmoors awaits! Here you are greeted by a store
and a free trip to Rivendell. Just past all the loot is the final blue mist and
a large open field where you are ambushed by the boss of the Ettenmoors,
Bargrisar the giant!
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BOSS: BARGRISAR
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Special Attack: Stomp
He picks up his left leg and stomps the ground, sending a shockwave that knocks
down unwise combatants.
Special Attack: Kneeling Swipe
He kneels down and swipes his arm in a large arc in front of him, dealing
massive damage and knocking his enemies back.
Special Attack: Fist Pound
He raises his right arm up and drives it into the ground, hopefully not on top
of your unsuspecting skull.
Special Attack: Kneeling Fist Pound
He raises his left arm, and drives it into the ground just next to his leg.
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Begin by attacking the giant's right leg from behind. If you see him kneel or
lift his left leg, move away. Eventually he will kneel down and you should hit
his arms. Then he will cower over and you can hit his head. This battle is epic
but fighting the beast is relatively simple. When he stands back up again get
really far from him because he's about to perform a very powerful stomp that
sends a shockwave over a huge section of the battlefield. Continue attacking
his legs until he falls. You can use Beleram at any point to deal lots of extra
damage.
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Once the beast is down, press E to proceed. Congratulations, you're done with
the Ettenmoors! Here you meet Gwaihir, the king of the Eagles, and also two
friends of Beleram, Baranthor and Armenel, who offer to follow you on your
quest. As if Beleram wasn't already playing a hugely important role in the game
he now has a greater duty to command his feathered friends to help you.
Back in Rivendell, Elrond looks at the marks you found in the Ettenmoors and
tells you that they remind him of Mount Gundabad. This is the next destination
you will journey through on your quest to find Agandaūr. The blue mist that
takes you out of Rivendell is now found just next to Beleram.
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vii. Mount Gundabad [W070]
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1. Alpine Pass [W071]
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Beleram takes you to a rather safe part of Mount Gundabad, Alpine Pass. From
here you can quietly make your way up the mountain and into the mountain's
interior. Starting out you will find a group of six Orcs with their backs to
you. Rush them and take out the unarmed torch-bearer first to reduce them to
five. When they're all dead kill the archers at the top of the hill.
Behind the scaffold ahead is a swordsman. You can kill him quickly before the
group charging down the hill at you reaches you. Take out this group and kill
the archers on the wooden scaffolding. There are two on the left and one on the
hill on the right. Move up the hill and kill the beasts there.
Then you will notice the large army marching on to Helm's Deep. This gives you
a general idea of where you are in the Lord of the Rings storyline now. Just
past the blue mist is a large group of Orcs, a Mountain-troll, and some
archers far behind them. You can use some Great Feathers to help.
Lead the troll back toward where the mist was and take him out there. Now a
second troll will attack. When they've all been killed, take the rest of the
archers down. Follow the path up the hill to the right towards the campfire.
After slaying the lone archer who forgot his wallet this morning, you can enter
the cave near the fire pit to find a secret wall, some gold nuggets, a normal
chest and a gilded one.
Continue up the hill back outside. At the top you will see a cutscene showing
some Uruk-Hai Warhammerers and company. There are three Warhammerers and two
Sword-and-Shieldsmen in this group. Let them charge you and allow them to
attack your friends before picking a target. Sometimes the shieldsmen will stay
back for a while if you don't move too far forward.
This lets you deal with the Warhammerers more easily. If they are performing a
vertical attack, roll through them. They can also jab at you, which should be
blocked if possible, and swing at you horizontally which can be tough to dodge
if you are facing it head-on. Think of these guys as small trolls.
When they're all bloodied up a good bit, take out the stragglers. You can
backtrack here to find some loot if you want, otherwise move forward into the
mist.
Up the hill is a single Uruk-Hai Warhammerer and his buddy the Orc Crossbowman.
Kill the archer first and focus on the Uruk-Hai as though he were a troll. When
you move up you will find some Shieldsmen and two archers. Let them come so you
aren't riddled with holes, then take out the archers. You have a free ride back
to Rivendell here, and a chest with some nice loot. The path forward is to the
right.
Crossing the snow-covered bridge now, you'll meet a Yeti-like Cave troll, who
happens to be completely pimped out with animal furs and a Shamanistic skull
which he wears as a cap. He even has a kind of cape made from what appear to be
large horns or perhaps Oliphaunt tusks. Slay him and admire his attire, then go
inside the cave to get warm.
Awaiting you inside are two more of the same pimps you just fought. Stay near
the entrance so you don't have to fight them both at once. You should be able
to have the first one almost dead by the time the second catches up to you. If
not just go outside and let them come out one at a time as you wail on them.
Go up the ramp and cross the bridge, making your way back outside via blue
mist. Ahead is another Orc-warband studying the ground. Look, there's a door!
Push forward across the bridge and fire a few arrows to draw out the Uruk-Hai.
The archers are actually easy to dodge here so kill them last. Don't forget you
can also make use of Sanctuary as it is pretty useful here.
Rush through the hill when the Uruk-Hai are down and kill off the archers. To
open the door you'll need to kill them all. It appears the fighting carried on
into the mountain.
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2. Mountain's Interior [W072]
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Just inside is a rather well-carved antechamber. Sadly there are a lot of dead
dwarf-warriors here. One yet lives, though. His name is Anar, and he begs you
to help his friends who are farther inside the mountain. Too bad for you; you
can't ask him all the questions you want because his time is rather short. Pity
really. The story was just getting good!
Just past the antechamber is a giant cavern where the Orcs have taken over the
mining operation within. This area, Mount Gundabad is a really pretty piece of
eye candy if you haven't already noticed.
Make your way down the hill and take any gold you find on the walls. Kill the
goblins below and pass through the first small room. Now there will be more
goblins, an archer or two, an Uruk-Hai Warhammerer and an Uruk-Hai Shieldsman.
It's possible to fight the Uruk-Hai separately if you don't venture too far out
of the room. Kill the goblins first and the archers last. The Shieldsman does
not like it when you use heavy attacks on him.
Rush the archer in the next room to get cover from the arrows. Just to the left
outside this room is a chest on a wooden platform. Head into the blue mist and
attack the golden glowing bars to break through the door. Inside are lots of
goblins, some archers and two Uruk Shieldsmen. Goblins first, then the Uruk-Hai
if they are out of position.
Move forward up the gravelly hill. Push on past the Uruk-Hai and you'll find a
chest on a ledge where an archer was standing. When all enemies are dead you go
into the blue mist.
In the narrow gorge is some gold on the walls if you want it. Now you'll come
to a large gear which a troll is spinning, and his goblin friends. The goblins
keep coming so ignore them unless they become too many. Now attack the glowing
golden wooden spike on the left side of the bridge by all the gears. The way
ahead opens.
Move up the twisting tower as quickly as you can, going in and out of the tower
as you follow the path, killing off the goblins in your way. The first time you
re-enter the tower, there is a chest off the path. At the top you'll cross a
wooden bridge, then another one outside connecting the two towers. Go down this
tower's twisting path and kill any archers that yet live. At the end you'll
fall down a ledge so just keep moving forward. There is a chest at the bottom
opposite the blue mist. There is a gilded one just left of the mist.
Pass the free ride to Rivendell and make your way farther into the cave. Ahead
is a swarm of goblins. Push up asap and the troll will come out. Kill the troll
and the goblins will stop swarming in. When he's down the rusty doors open and
three Uruk-Hai charge out.
Here you can choose to either kill the ones attacking you first or attack the
one that goes for your buddy. Either method works pretty well. Go through the
door and past the mist.
A horn will sound, but the battle is relatively simple. A horde of goblins and
an Uruk-hybrid are yours for the killing. Two archers are here as well. Once
you've dispatched them all, cross the wooden bridge into the next room, where
you will find a lot of dead things and a chest. Apparently Orcs like to eat
rotting flesh. Go out before the flies bite you to death and you'll pass by
more fallen dwarves before entering the mist to go into the final area.
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3. The Gate Chamber [W073]
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Here your goal is to defend Bruni and Nordri. They are trying to arm a weapon
that will take the rest of the Orcs out! Man one of the mounted crossbows and
start firing. In the middle of the room is a stone pillar that is rising out of
the deep. When this gets to the top the weapon will be armed, so you can sort
of gauge your progress by watching it.
Enemies will appear from five directions. There are four bridges on the two
sides which you must be aware of at all times, and more enemies come down the
glowing main gate at the far end of the hall. It is very important here that
you kill off anything that comes on the opposite near bridge as soon as you can
because anything that crosses there will move out of range quickly. Here's a
drawing to help you understand what I mean:
Main Gate
A - | || |
B - Bridges Orcs
C - A -> || <- B
D - \/
C -> <- D
W - The Weapon
_ _W_ _
1 - Turrets 1| | | |2
2 - | | | |
| | | |
| |
You are mounted at either crossbow 1 or 2. For crossbow 1, focus on bridge D.
For crossbow 2, focus on bridge C. These are the weak points in your defense.
Eventually trolls will come, but it is really important that you kill any Uruk-
Hai that pass along these weak bridges before they get to teh dwarves. If they
pass, fine, but stay on the Turret. If you are successful the dwarves will arm
the weapon, bringing down the mountain and anyone inside with it. Luckily for
you (and the dwarves), you have friends in the Eagles, who come to rescue you
from almost certain death.
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viii. Nordinbad [W080]
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Welcome to the dwarf city of Nordinbad! Here your only goal is to speak with
the Lord of the halls, Gorin. He rewards you for your courage with a gift. You
can receive that by speaking to the dwarven shopkeeper, Galar. Buri will help
you with any repairs and equipment. Gorin tells you to find Śrgost beyond
Mirkwood, so that is our next destination. Feel free to explore Nordinbad and
talk with its citizens before heading out if you wish. The blue mist is located
at the far end of the entrance behind Beleram.
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ix. Mirkwood [W090]
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1. The Shadowed Paths [W091]
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You seek the wizard Radagast in Mirkwood. Wulfrun knows this, and has followed
Beleram on his fell-beast to ambush you there!
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BOSS: WULFRUN
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Special Attack: Tri-Fireball Blasts
Wulfrun fires homing bolts out of his staff, in threes! Stay in Sanctuary if at
all possible! These are very hard to dodge!
Special Attack: Fireball Barrage
Similar to Tri-Fireball Blasts, but the bolts aren't as predictable. Bad news.
Special Tactic: Teleport
Wulfrun disappears in a whirlwind of flames to appear somewhere else.
Special Attack: Vertical Slash
He spreads his legs and slashes vertically in front of him. Roll through him or
get away from him.
Special Attack: Spinning Staff
He spins his staff wildly. Try to catch him in one of his other attacks and
back off if yous ee him doing this.
Special Attack: Sideswipes
Wulfrun leans and swipes his staff several times in a horizontal combo, which
knock you down if you get hit.
Special Attack: Horizontal Slash
Wulfrun stops and enters a combat stance, then pauses before swinging his staff
sideways in a powerful horizontal stroke that deals lots of damage and knocks
enemies back.
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You begin the battle by attacking Wulfrun with arrows from Sanctuary's safety.
He's protected from melee encounters by standing behind his fire wall, so do
damage from afar. When he comes out from behind the wall, you can attack him
freely. Take note of his special attacks and try to attack him from behind.
After a while he will start to teleport all over the place. If he lands on a
rock and starts shooting at you, either fire arrows at him and dodge or run if
you can't do that without getting hit.
Eventually his health will drop to zero and you'll have a nice cutscene where
Beleram kills Wulfrun's dragonlike fell-beast.
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Speak to Beleram and he'll tell you to go looking for Radagast. Move past the
dead fell-beast and you'll encounter a Warg who runs across a fallen tree and
howls, waking the entire forest and alerting the Orcs within to your presence.
Move forward until you reach water. Here is an Orc camp guarded by a few
archers. Take them out quickly because a wave of melee units is on its way! The
first group is made up of two Uruk-Hai Shieldsmen and one Uruk-Hai Warhammerer.
Battling them would be a simple task were it not for the many arrows you're
going to endure. There will be a lot of reviving allies in this wood.
Use the terrain to your advantage and two more Warhammerers will join the fray.
Remember to attack from behind if possible. The next few waves are similar so
the same strategies will work. Sanctuary is a great help here. Don't forget to
call Beleram for help if you need it, and use some potions.
After you've bested the last of the archers on the surrounding ridges and those
that stayed behind when new waves arrived, proceed down the forest lane and
enter the glowing spider-cavern beyond. The glow is coming from spider eggs, as
you'll soon see.
Early in the cavern is a secret breakable wall with two gilded chests inside.
Continue down the main path and enter the mist to proceed.
Here is a Cave-troll, who apparently delights in eating spider eggs as a snack.
The same strategies for typical trolls apply to this beast, but be aware: it
enjoys charging forward and causing a scene. I hope you're good at dodging its
attacks by now because this one has quite powerful ones. Expect to die at least
once before you get the hang of the timings. Be quick when you do damage.
Proceed through the blue mist when the troll is dead.
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2. The Web-shrouded Wood [W092]
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You'll soon discover who's been laying all those spider eggs. The next area is
riddled with those eight-legged creatures. The first major room sees four small
spiders which attack your party, along with a couple fighting an Orc. Those
creatures kill each other so don't worry about attacking them.
The next big clearing will find you battling a horde of the tiny beasts and the
first giant spider. Use quick basic attacks and don't forget to back off every
now and then to minimize the damage you take from the horde. Focus on the big
spiders first. After that you can use AoE skills like Farin's Sweeping Attack
and Andriel's Word of Command to quickly dispatch the clumped groups of smaller
spiders.
Pass the tree on either side to enter the next clearing, and then move onto the
next one for the final wave of spiders in this area. Go after the big ones
again, using the same strategy as before and using potions liberally.
When you come upon a stream leading off to the right some Orc Archers will
start attacking you. Feel free to take advantage of Sanctuary to heal up from
the spiders and make your way slowly down the stream killing archers until you
are attacked by the main melee force of Uruk-Hai that charges down the stream
toward you.
The melee monsters typically come in waves of one Uruk-Hai and two or three Orc
Soldiers, but near the end you may encounter two Uruk-Hai instead. When you
reach the waterfall, clear any remaining archers and follow the trail that goes
left through the blue mist.
Here is the tree where Radagast makes his home. A fitting location for a wizard
to live, I think. The place is quite magical actually. But now giant spiders
are after you!
There appear to be more large spiders than small ones according to the scene,
but really the group is similar to the previous spider areas and the strategy
to defeat the three waves of spiders is very similar to the other areas. When
the final spider has been reduced to a shell of its previous self, head toward
the blue mist and pick up Radagast's staff. It glows a golden color so it's
easy to spot, but sometimes it is hidden under a spider and can be hard to
find. If that's the case just watch the section of the screen where words like
Open Chest appear and look for it to say [E] Gather. Enter the blue mist with
the staff in tow.
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3. Woodland Marshes [W093]
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Now it's back to Uruk-Hai and Orc Soldiers. Waves of three really isn't too
difficult when you've got two friends! Continue down the path and enjoy the
bloody deaths of all the Orcs, making sure to clear out any archers along the
sides when you're done.
Ah, the blue mist fast approaches, but now you have two Uruk-Hai to contend
with! The strategy is similar, take out the Orc first as he is weak and like an
annoying fly compared to the Uruk-Hai Shieldsmen. Kill the archers and enter
the mist.
This next room is quite intimidating at first. You have at least four Uruk-Hai,
and lots of little Orcs to deal with all at the same time, plus archers. Do not
get surrounded. Take the archers out first and lead the pack into the open area
that makes up the bigger part of the clearing. If you are attacked at your
position in the path leading up to the clearing it will be a more difficult
fight. Prioritize the Uruk-Hai who are attacking your friends over the others,
and you'll be good to pass this zone.
To the left, where the blue mist was, is a path marked by water. Farther ahead
and to the right is a grassy path with a path across from it also marked by
water. Take the grassy path first if you want more loot and xp, otherwise take
the watery path for a quicker exit.
On the grassy path, you will come upon a stretch of water with two Uruk-Hai
warriors there. Separate them by rushing the first one and then running back.
Kill that one and his Orc companion, then you can worry about the two Uruk
Shieldsmen and the archers. Once they've been killed, look for a path near lily
pads that leads under a hanging branch covered in moss for a well-hidden chest.
When you move up to the main camp the other two Uruk-Hai Warhammerers will be
there along with all the archers and more Orcs.
At the end of the camp-path is a captive elf by the name of Glorhirin. Once you
free him he will leave in search of his friend, Galron. Once he finds Galron he
will help you look for Radagast.
On your way back to the watery path, you will battle three Uruk-Hai and some
archers. Try to force the three Uruk-Hai to split their attention on your party
so you all have one-to-one battles. When they're all dead you can go down the
watery path we talked about earlier.
When you reach the watery path you'll notice a main section that goes sort of
straight ahead and another stream that veers off to the right. There's also a
section that heads left. Run around killing the Uruk-Hai, taking the chance to
separate them into smaller groups by attacking them from the parts of the paths
they spawn in. The watery section that leads right has a destructible wall and
a chest for you to open.
Go to the end of the main trail and pass through the blue mist there. After
moving past two glowy spiders, you'll see some Orcs up ahead as they die to
giant spiders. Here you are met with two giant spiders and a small group of
regular spiders. Hack away!
Moving into the clearing activates the second wave, which continues with the
third wave with seemingly no interruption. There are five giant spiders in
total here, and about ten small ones for each large one. So now is a good time
to use AoE attacks on the horde and also to practice your combos.
Next you'll have a choice between three paths. They all lead to the same place,
so I'll walk you through it taking the right path first. More spiders meet you
in the doorway sort of thing. There's a chest just beyond them. You'll see the
path curves to the left and intersects the other two selections you chose from
earlier. Continue killing spiders, big ones first if they are not attacking
anybody yet, and press forward.
The spider's lair is near. Head through the blue mist to exit the marshes where
you'll enter the...
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4. Heart of the Web [W094]
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Near the entrance is a free pass to Nordinbad. You can take it if you wish,
then enter the blue mist to battle Saenathra, the giant spider-boss of
Mirkwood, who has taken Radagast captive.
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BOSS: SAENATHRA
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Special Attack: Lunge
Saenathra leaps forward, landing on her foes, knocking them down and doing
massive damage. You see her jump, you run. Don't ask questions!
Special Attack: Forward Jabs
Saenathra slaps her front legs out in front of her, slamming them on anything
that gets up in her face too much. If you see her spin, back off.
Special Atack: Grapple
Saenathra grapples her foe, forcing the player to mash the basic attack button
to free the character from her grasp.
Special Tactic: Summon Horde
She calls upon her eight-legged friends, all of which are small spiders, who
descend from the webbing above the battlefield.
Special Attack: Sting Combo
Saenathra raises her thorax and jabs her spiky stinger into the ground three
times, making attacks from behind dangerous.
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The best method of attacking Saenathra is to never be super close to her for
very long, and always try to attack her from one of her sides. She can attack
things in front of her and behind her, so if she spins, run around her so you
can face her side again and slash away. Beleram is available for this fight,
but he doesn't do a lot of damage, so use of Great Feathers isn't recommended
here.
When Saenathra calls down the horde to help her, focus on killing them so they
don't become a distraction. The fight is rather simple, so just take her down
and then you can free Radagast from the sticky situation he's in.
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After freeing Radagast and giving him back his staff, the conversation ends
with a story told by a Swallow, which involves a very shiny cutscene between
Agandaūr and the now-legendary dragon, Śrgost. Now take the blue mist to Śrgost
Lair!
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x. Śrgost Lair [W100]
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1. The Grey Mountains [W101]
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After a quick chat with Beleram, it's time to begin the new zone. Go up the
slightly inclined hill straight ahead, and after a short cutscene which
introduces you to the newest enemy the game offers up for your killing spree,
you'll get to kill them! Here are three Witchmen: two Dual-Bladers, which are
similar to the Orc Dual-Bladers found in the Ettenmoors, and a Witchman
Sorcerer. These Dual-Bladers are quick so be sure they are the priority.
Continuing up the hill, you come upon an encampment of Witchmen. They're on par
with Orcs in terms of difficulty, except they are slightly faster and less
armored. Now that you've had the fun of meeting the newest type of Dual-Blader,
you get to kill about ten of them at the same time, with rangers attacking you
too.
At the back end of the ledge with the archers is a chest. Open it and continue
moving forward towards the dragon's Lair, entering the blue mist to proceed.
Jump down the ledge and you will encounter another band of warriors much the
same as the first one. The only difference is there is less cover from the
archers, and there are also a couple Uruk-Hai in the mix now. If you can get
the Uruks to focus on your buddies, it'll be easier to take out the Witchmen.
Then you can take out the first two Uruk-Hai and the next to behind them.
To the left is a destructible wall with some gold and a gilded chest within the
small cavern it hides. Up the hill to the right are some archers for you to
slay. There is also an archer or two above the cavern you just entered; take
them out also.
Move left toward the blue light, killing any Witchman Warhammerers and archers
along the way. The Witchman version of the Warhammerer is close to the Uruk-Hai
version, simply faster.
Beyond the light is a pretty sweet-looking bridge and three Uruks charge you in
the small corridor that serves as the entrance. Kill the archer on the ground
and the Witchman on the bridge before moving forward a bit. Here if you look
left back towards where you came from, you will see some birds fly up. Go there
and back there is a secret path with a chest leading back to the previous
Witchman camp. You can either jump down the ledge and go back in a circle back
to the bridge, or just turn around and backtrack to get back there quicker. Up
to you if you don't believe me!
Following the main road under the bridge, go up the hill and around the corner
on top of the bridge itself. Some Uruks will charge you from the other side.
You can damage them quite a bit with arrows before they get to you, but I like
to use a Great Feather or two here for fun. If you start getting overwhelmed by
their numbers, use the narrow passage of the bridge to help you separate them.
On the other side of the bridge are some archers and a free ride to Nordinbad.
Repair your stuff if you need to, and continue into the tunnels.
Just around the corner are two archers and two Uruk-Hai, one bearing a shield,
the other a giant hammer. Attack them from behind as usual and then get rid of
the archers as they are only a small nuisance here. When you head down the hill
you'll be met at the corner by more Uruk-Hai and a small band of Witchmen
Dual-Bladers. Lead them back up the hill if you need to separate them.
On the right is a small cavern with some loot that doesn't hold anything of
importance, and to the left is a chest.
Continuing through the blue mist now, you will be assaulted by several Uruk-Hai
from the left and Witchmen from the right. Separate them and slay them all. As
you kill off the Witchmen, some Warhammerers will run down to reinforce. Those
need to die too. Kill the archer above the wall to the left, and then go down
that path for a glint of gold. The main path is the one that leads to the right
uphill again. Near that path is a small alcove with a chest inside.
On top of the hill, an archer rushes out first, making an easy first blood.
Then come two Witchmen and an Uruk-Hai Sword-and-board. Continue up the path to
find another lone Shieldman. At the top you can hop down left.
Kill a couple baddies here and look around for some loot. You can kill some
archers here if there are any still alive. Go up the hill to the right and you
will come to a really nice looking outdoor section of the level.
Lots of heavy warriors are here. Don't move too far forward or you will have
more to kill than you can handle. Thankfully there are a couple that stay
behind if you remain near the cave exit, so take them in two waves instead of
one giant group. When they're all down, investigate the bridge's right edge.
There is a break in the edge that you can jump down to find a secret hidden
path, containing some gold glints and a gilded chest! Have fun with all the
loot down here; it was a really fun find.
Once back on top, cross the bridge and the archers will probably have been
slain by now so you shouldn't have to worry about them. Enter the blue mist to
proceed to another cavernous section of the Mountains.
Straight through the giant arch is an Uruk Shieldsman charging at you from a
bridge. Let him come under the arch before attacking so the archers aren't as
effective. Then rush the archers and continue up the hill, gathering the gold
along the way. Follow the curvy path and you'll find another bridge leading off
to the left. Kill any foes up here and cross the bridge.
After crossing a second bridge and turning the corner you will meet more
archers which are really easy to kill without their typical melee helpers
around. Now there is a broken bridge and a path leading right with lots of gold
to gather from the wall. When you come to a hill leading right, take the path
left instead. Here is a shop-trip to Nordinbad, and a chest with some good
chances of finding Great Feathers.
If you have anything that really needs to be repaired, take the trip because
you're about to fight the boss of this area. Take the hill we skipped on the
right path earlier, hop down the ledge and enter the blue light to trigger the
cutscene.
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BOSS: CARN DŪM CAPTAIN
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Special Attack: Tri-Fireball Blasts
Wulfrun fires homing bolts out of his staff, in threes! Stay in Sanctuary if at
all possible! These are very hard to dodge!
Special Attack: Fireball Barrage
Similar to Tri-Fireball Blasts, but the bolts aren't as predictable. Bad news.
Special Tactic: Teleport
Wulfrun disappears in a whirlwind of flames to appear somewhere else.
Special Attack: Vertical Slash
He spreads his legs and slashes vertically in front of him. Roll through him or
get away from him.
Special Attack: Spinning Staff
He spins his staff wildly. Try to catch him in one of his other attacks and
back off if yous ee him doing this.
Special Attack: Sideswipes
Wulfrun leans and swipes his staff several times in a horizontal combo, which
knock you down if you get hit.
Special Attack: Horizontal Slash
Wulfrun stops and enters a combat stance, then pauses before swinging his staff
sideways in a powerful horizontal stroke that deals lots of damage and knocks
enemies back.
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This fight is very similar to the Wulfrun battle we had in Mirkwood. The fight
even starts with the same fire wall and the evil staff that has homing blasts
that do damage to you. The difference here is you can rush him and get around
his firewall to do melee damage quickly if you don't feel like hitting him with
arrows for a long time first. The only difference between the Captain and
Wulfrun battles is the fact that you have to worry about Uruk-Hai acting as the
annoying flies while you try to focus damage on Mr. Carn Dūm here.
Beleram is a huge help and does lots of damage, so if you have a couple
feathers left go ahead and use them.
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When the Captain is dead, kill the rest of the archers, preferably from the
protection of Sanctuary, and then enter the blue mist to enter Śrgost Lair.
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2. Śrgost Lair [W102]
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Here is a pretty important conversation between our herores and the dragon
Śrgost. If you remember from the cutscene with Radagast and the bird in
Mirkwood, Śrgost has a struck deal with Agandaūr for ownership of Nordinbad
after Sauron takes over Middle-Earth.
Śrgost has other plans, though. He really doesn't want Nordinbad. He'd rather
have Carn Dūm, which Agandaūr has chosen to call home. So, because the prize is
better, Śrgost bids you kill Agandaūr, instead of allowing you to kill him to
save Nordinbad. Not that you would be able to kill Śrgost anyway. The game
doesn't let you try that, as much as you might try to incite his rage. He then
tells you that Agandaūr is laying siege to Nordinbad at this very moment, so
it's time to rush back and save the dwarves from Agandaūr's wrath!
Allow Beleram to take you back to Nordinbad, or choose another town if you wish
for repairs before the battle.
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xi. Siege of Nordinbad [W110]
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Nordinbad has apparently taken heavy losses. There are few dwarves left to
defend the keep when you arrive, and boy are they happy to see you! I recommend
using Farin for this battle, as he has some nice melee skills and he can easily
do tons of damage quickly. Also, he has the War-Cry skill, which when used will
cause all enemies nearby to focus their attention on him.
The three of you decide you can take on an army alone. Take down the two Uruk
on the ledge and man a Turret of your choice. Kill some baddies with it, then
when the Uruk-Hai become too many, kill them all off with your melee weapons.
If there are any by the entrance to the city, kill them also.
After you've done so, get rid of the enemies that are still in range of the
Turrets. Now siege towers are coming from the left side, so get on the Turret
at the left and fire away. Do not let any Uruk through. It is better that an
Orc or three get through than one Uruk-Hai. Kill them all and run to the other
Turret to take care of the enemies that appear from the two siege towers over
there.
Now four towers appear with smaller numbers of enemies on each. Kill the ones
on the right as quickly as you can, then move to face the ones with the left
Turret. Look on the ground close to the Turret-ledge and make them explode.
Some will get through but the number will be small compared to the onslaught
you destroyed successfully.
When they're all down, some Goblin Sappers come from the left side. Use the
Turret to defend. If any get past you, get off the turret and kill the sappers
coming up the stairs with arrows, then RUN up the stairs toward the inner door.
Look down the stairs and watch the carnage that your friends create. If any
sappers get past them, fire away with your arrows. It's much easier to see them
all from up next to the door than it is from the ledge by the Turrets, so even
though you use more arrows by not using the Turrets, fewer Sappers will make it
through.
Now a cutscene happens where it shows two trolls and a meteor-like missile
hitting your feathered friends. Beleram is badly injured and the others are no
more. Now you must stop th Olog-hai (trolls) from reaching the inner door. To
do this, rush them as fast as you can! Use your most damaging attacks and make
sure you have as much cooldown reduction equipped as you possibly can. Armor is
irrelevant here. The most important thing is to kill off the trolls as fast as
possible. Spam potions and get in their face so they maul you with their
hammers instead of the door.
If you've chosen to use Farin, you have the added benefit of the War-Cry skill
to help you out. Use it the first time the trolls pass you and you can keep
them on Turret-ledge just below the door. If you have the cooldown reduction
skill researched the battle will be much easier. Use your melee skills and if
the trolls get up against the door try to force your character's body between
their weapons and the door so you take the brunt of the damage.
Now that you've successfully defended the door from the Olog-hai, it's time to
kill the siege commander.
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BOSS: ORC-CHAMPION
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Special attack: Vertical Slash
If you see Tharzog jump, he's probably performing this move. Simply roll into
him (to end up behind him) and you'll take no damage. He can also start this
move with a short charge forward.
Special attack: Whirlwind Slash
First, he raises his sword and roars, probably for backup because he's about to
die. Then he spins, slashing in a circle. When you see him roar, roll away and
fire arrows.
Special attack: Triple Slash
He charges forward, stops, and then performs a three-swing combo attack. Stay
behind him and continue attacking.
Special attack: Sword Swing
He leans and then bats his sword sideways. When you see him lean get out of his
face.
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This guy is like a cross between one of those Orc/Uruk-Hai hybrids from the
Ettenmoors and a Witchman. They call him an Orc-champion and he acts exactly
like Tharzog, so just pretend it's him and you'll have a rather easy time,
though his movements are slightly faster.
If your allies die in this fight make sure to revive them as quickly as you can
safely do so. It is very likely that you will die from the Witchmen that tag
along with the Tharzog-like Orc-champion, but with a little help from your
friends and their powers of unlimited revival skillz, you should pull through.
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Once the Champion is down, the siege will end. Clear up the rest of the enemies
to finish the fight. Now it's time to speak with Gorin about the damage that
Nordinbad has taken as a result of this siege. But first, you'll speak to
badly-injured Beleram.
The dwarves agree to care for Beleram. Speak to Gorin about Śrgost and his
desire for Agandaūr's residence, Carn Dūm. Before setting off to kill Agandaūr,
though, you should speak to Beleram. You can find him in the other major hall
inside Nordinbad. Then it's time to go to Carn Dūm.
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xii. Carn Dūm [W120]
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1. Carn Dūm [W121]
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Head up the snowy path and into Carn Dūm via the rusty gutter that's leaning
against the fortress. It does look quite bloody in here, but apparently it's
rust that has mixed into the water. You're in a cell block of Carn Dūm's
prison. Follow the winding paths around the cells, taking note of the cell
containing a chest on the final stretch before the staircase leading up to the
second floor.
Go up the stairs and around the bends in the tunnel. Cross the large room and
go up those stairs, heading right. Go around some more corners and you'll see
a lever glowing gold in the light. Pull it to open the gate across the way you
passed earlier.
The lever also opened all of the prisoners' cells, so you'll have to kill them
on your way back to the gate. They're like little Carn Dūm goblins. Anyway, you
can now open that gilded chest on the bottom floor if you want to. Then go
through the gate on the upper floor.
There is a gilded chest to the left and blue mist to the right. Loot the chest
and then proceed. The gate opens with a creak and you are met by three Witchman
Dual-Bladers. Keep them inside and kill them. Now outside, follow the path
through the blue mist.
Head up the stairs into the next large area. There are lots of Carn Dūm
Prisoners here to kill. Also there might be a Witchman Warhammerer or two. Kill
them all and the archers in the glowy rooms above. Now a Witchman Sorcerer may
show up, so get rid of him quickly. Then the Carn Dūm Troll appears. Run around
and look disinterested so that he targets your allies, and then wail on him
from behind.
Once the troll is down, the gates under the archers will open. Go inside and
pull the lever to open the other gate leading past the large area. In the room
with the lever there are also two chests for you to open.
Outside, two trolls come up over the walls, accompanied by lots of Carn Dūm
Prisoners. Kill the Prisoners off first, and then focus on taking down one
troll at a time. When they're both dead you can proceed through the gate you
just opened with the shiny gold lever.
Go around the corner and up the stars into the next area. Now there is a Carn
Dūm Dual-Blader on the ground, and a couple Sorcerers on the ledge ahead to
take down as well. Open the chest in the room to the right before going up and
around to slay the Sorcerers with melee attacks, then proceed.
Up the stairs to the right is a pretty nice long room that kinda looks like the
top of a castle parapet. Anyway slay the Bladers here and rush the archers on
the adjacent ledge. Once they're all dead, a fell-beast will attack you, but
luckily Beleram is here to save the day once again! That guy is the best friend
ever, flying all the way to Carn Dūm just to save you from a giant dragonlike
creature while inches from death through the bitter cold of the northern
tundras of Middle-Earth.
Enter the blue light.
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2. Carn Dūm Citadel [W122]
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Ah, you've reached it at last: Agandaūr's Citadel!
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BOSS: AGANDAŪR
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Special Attack: Sword Jab
Agandaūr lunges forward and jabs his sword in front of him, spiking it downward
to filet anyone under it.
Special Attack: Horizontal Slash
Agandaūr brings his sword back over his left shoulder, then slashes it in a
horizontal arc in front of him, dealing a lot of damage.
Special Attack: Vertical Slam
He brings his sword up, rises off the ground a bit, and slams his sword down in
a mighty vertical slash.
Special Attack: Forward Stab
He brings his sword up and back over his right shoulder, keeping the weapon
level with the ground. He then steps forward and stabs his target.
Special Tactic: Teleport
Agandaūr disappears in a flash of lightning to reappear at a different position
on the battlefield.
Special Tactic: Summon Fire-hammer Troll
Agandaūr disappears in a teleport, then a black cloud of electricity appears,
from which springs forth the Fire-hammer Troll boss.
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This fight really isn't too hard either. Try to attack Agandaūr from his sides.
He will continually turn to face you after each attack, so memorize how long it
takes for him to finish an attack animation, and attack him for as long as the
animation lasts, then back off and dodge the beginning of the next attack. When
you've taken him down to 2/3 of his full health, he will summon the Fire-hammer
Troll.
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BOSS: FIRE-HAMMER TROLL
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This guy looks pretty menacing (and cool) with his fire-hammer and all, but he
is really not much different from any other armored hammer-wielding troll. The
difference is he looks badass and does a lot of damage. And I mean a LOT. If
you aren't good at killing trolls yet you wouldn't have made it this far. Kill
him and you'll be back to fighting Agandaūr, who uses the same tactics as
before he summoned the troll, with the addition of one or two new attacks
listed below.
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You'll notice once the troll is gone, lots of little enemies appear to annoy
you. Just focus on Agandaūr, you don't really need to concern yourself with the
little guys right now.
AGANDAŪR: CONTINUED
New Special Attack: Forward Dash Swing
He leaps forward and swings his sword to the ground.
New Special Attack: Electric Orbs
Agandaūr throws a lot of blue electric orbs in front of him, dealing damage on
contact.
Continue hacking away at Agandaūr. If he targets a friend, kill off some of the
Carn Dūm soldiers and then focus on him again. It's really important not to get
hit too much because you don't want to run out of potions. Once you've taken
his health down to zero, he will flee to the bridge!
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Proceed through the blue mist.
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3. Carn Dūm Bridge [W123]
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Agandaūr rises up, firing bolts of lightning at the bridge around you, trapping
you on the bridge.
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FINAL BOSS!: AGANDAŪR
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New Special Attack: Rise
Agandaūr looks up and rises off the ground. He then sends a shockwave of
electricity, damaging anything near him.
New Special Tactic: Hover
After Rise, Agandaūr flies in the air for a while. Hit him with ranged attacks!
New Special Attack: Lightning Flight
Agandaūr takes to the skies and appears with a bolt of lightning under him. He
then flies forward in a straight line, dealing massive damage to anyone under
him.
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Wail on Agandaūr and use your knowledge of his attacks to dodge him. Let him
attack your friends and be ready to heal them as you attack him from behind.
When you see him rising off the ground, back away or you will suffer damage
from the shockwave he leaves behind!
When he's flying in the air, hit him with ranged attacks! There's no reason to
stop dealing damage. If you run out of arrows destroy the barrels nearby for
more.
After you've taken him down to half health he will perform the Lightning Flight
attack. I suggest simply running around and staying out of his line of flight
rather than attempting to deal damage. He will eventually return to the ground
where he is more vulnerable and easier to defeat.
During the battle you will have an opportunity to call Beleram for aid. I
suggest passing on this opportunity, because I like Beleram and his attack here
doesn't do a huge chunk of Agandaūr's health, but you can take advantage of the
free damage if you don't mind Beleram dying as a result.
Continue attacking Agandaūr from the sides and from behind while he attacks
your allies, and run if he decides to attack you. When he's finally reached
zero health, you've beaten the game!
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Now you'll speak to Śrgost about Frodo's successful destruction of the ring of
power at Mount Doom. He will remind you of your promise to him that he can have
Carn Dūm when Agandaūr dies, and you oblige. If you didn't have Beleram help
you in the final battle, he will be alive at the end of the game too, and you
speak with him a bit as well.
Congratulations on finishing Lord of the Rings: War in the North! I hope you
enjoyed playing it as much as I did. It's really a great game in the Action RPG
genre. You can now choose to continue the game by starting over from the
beginning on the next highest difficulty setting. That's Heroic if you finished
the game on Normal. You get to keep all your gear, levels and skills, too!
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VI. Version History [VHST]
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23 December 2011 - v1.20
I did some proofreading and noticed I had left a few of my own personal notes
used for writing guides in the beginning few areas of the guide. Oops! Those
are gone. I fixed a few formatting errors and updated the Table of Contents to
include more information. I also edited the character descriptions so the guide
can be considered eligible for the contest on GameFAQs.
The character descriptions in the character section were originally taken from
the PC manual, but I have since rewritten my own description for each character
and now there is no longer any infringing content anywhere in the guide.
Happy holidays everyone!
23 December 2011 - v1.05
The entire walkthrough is finished. I added a gameplay tips section at the
beginning to help out with general tactics and gameplay strategy for the ARPG
newbies. Submitted the guide to GameFAQs.
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VII. Legal Notice [LGNC]
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This document is copyright 2001 Michael Griffin.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
These, and only these, websites have permission to host this guide.
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GameFAQs.com
Gamespot.com
neoseeker.com
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Webmasters: If you would like your site added to the list (so that you have
permission to host this guide), just email me at DragonflyGuides@gmail.com with
a relevant subject line. If you ask kindly and don't charge the users to view
it, I'll probably add you. Thanks for your interest!
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VII. Credits [CDTS]
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ASCII Art generated at http://www.degraeve.com/img2txt.php
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EOF Copyright (c) 2011 Michael Griffin [Dragonfly13] EOF
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